Base Class: Wizard
A barbarian charges headfirst into the fray, wildly swinging and cutting down enemies with reckless abandon. From behind, the barbarian hears a 'tsk tsk' from a wizard who studied the school of game theory. Using a few motions of the hand and a verbal command, the barbarian is made aware of a tactical opening in the enemy's position. In coordinating attacks and movements per the wizard's instructions, the duo expertly and efficiently defeat their foes.
A mage who has dedicated themselves to war strategy and tactics, they in fact definitely read Art of War. In their pursuit of strategical mastery they often become masters at strategic board games. As a result, they use their knowledge of proper positioning to ensure victory for their allies.
Opening Theory
Beginning at 2nd level, your magical commands allow allies to move in a coordinated and efficient manner. As a bonus action you can magically allow an ally you can see to reposition by using their reaction to move up to 10ft (including jumps), stand up from being prone, or become prone. This movement does not trigger opportunity attacks. At level 10, reposition can target two separate allies.
You cannot use this feature if you are not able to use somatic or verbal components (i.e. you are hand-bound and silenced).
Castle
Starting at 6th level, your advanced tactics allow you to make dramatic changes in positioning that best suit your team. You learn Misty Step (if you already know Misty Step, you may choose a different 2nd level spell in the Wizard spell list to learn). Whenever you use Misty Step, you may opt to teleport one other medium or smaller creature you can see within 40ft to your prior position. An unwilling creature must make a Wisdom Saving throw against your Wizard spellsave DC; on a failed save the creature is teleported to your prior location, on a success you still cast Misty Step as normal, but the creature is not teleported.
Gambit
Starting at level 10, you begin to notice windows of opportunity from which you can guide ally strikes. Whenever an ally makes an attack roll, you may use your reaction to make an attack roll using your wizard spell attack modifier. If your roll is better than any of your ally's, they may replace their attack roll with yours. DM discretion may be used to discern which is a better roll. Attacks which use your attack roll through this feature cannot critically hit (they do not get double damage die if you roll a 20).
You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.
Promote
Starting at level 14, you will be able to promote an ally, improving their capabilities when coordinating tactics with you. You gain promotion points, which can be used to provide the following benefits whenever you use Game Mastery features:
KNIGHT (1 point)- Whenever you use Opening Theory reposition on an ally, you may allow them to move up to their movement speed instead of the normally allowed movement. To increase the movement of two allies you will need to spend two promotion points.
ROOK (1 point)- Whenever you use the Castle feature, you may grant both yourself and the teleported creature temporary hit points equal to 20+half your mage level rounded up.
BISHOP (1 point)- Whenever you use the Gambit feature, your targeted ally's speed is doubled until end of turn.
QUEEN (3 points)- As your action, another ally may gain the benefits of Action Surge on their next turn, being able to take one additional action on top of their regular action and a possible bonus action. You cannot use a bonus action on the same turn you use this feature.
You have 9 promotion points. You regain all promotion points at the end of a long rest.
Previous Versions
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7/6/2023 10:27:52 AM
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7/6/2023 8:45:46 PM
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2/9/2024 10:23:31 AM
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